Separate native text effect modes
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@@ -2507,12 +2507,20 @@ face so a runtime face switch cannot reuse the preceding family's synthetic-bold
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important Mincho/Gothic distinction on a normal Windows installation without treating the proprietary
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fonts as game assets.
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Godot presentation now distinguishes the two shipped effect profiles. Mode 1 uses the Label shadow
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layer as one effect-color glyph at the configured `(x,y)` displacement behind the primary glyph; this
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also preserves Himegari's zero-offset double-composite profile instead of inventing an outline. Mode 3
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uses a symmetric outline whose size is the maximum absolute configured radius. That is a good
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backend-native approximation for every shipped mode-3 call because Himegari always requests equal
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`(1,1)` radii. The same style applicator covers live ADV, retained History, and surface text. Mode 2
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remains unimplemented and is unused by this game.
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The remaining raster behavior is still an approximation: weight 700 uses Godot
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`VariationEmbolden=1.2`, and every nonzero render mode becomes a symmetric Godot outline. Mode 1 is
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therefore modeled as an outline rather than its native displaced-copy operation. Exact GDI-compatible
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advances, grayscale coverage, and mode-3 edge pixels require a dedicated glyph backend (or a deliberately
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calibrated approximation) behind the existing engine-owned layout/style contract. Portable configurable
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face substitutions/defaults are intentionally deferred to the broader runtime configuration design.
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`VariationEmbolden=1.2`, and mode 3 does not reproduce AGE's exact sampled coverage at each ellipse
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angle. Exact GDI-compatible advances, grayscale coverage, and edge pixels require a dedicated glyph
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backend (or a deliberately calibrated approximation) behind the existing engine-owned layout/style
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contract. Portable configurable face substitutions/defaults are intentionally deferred to the broader
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runtime configuration design.
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#### ADV wait indicator -- ops `0x73` / `0x72` (2026-07-11)
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